Class: Input

Phaser. Input

Phaser.Input

new Input(game)

Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer. The Input manager is updated automatically by the core game loop.

Parameters:
Name Type Description
game Phaser.Game

Current game instance.

Source:

Members

<static, constant> MOUSE_OVERRIDES_TOUCH :number

Type:
  • number
Source:

<static, constant> MOUSE_TOUCH_COMBINE :number

Type:
  • number
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<static, constant> TOUCH_OVERRIDES_MOUSE :number

Type:
  • number
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activePointer

The most recently active Pointer object. When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.

Properties:
Name Type Description
activePointer Phaser.Pointer
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circle

A Circle object centered on the x/y screen coordinates of the Input. Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.

Properties:
Name Type Description
circle Phaser.Circle
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currentPointers

Properties:
Name Type Description
currentPointers number

The current number of active Pointers.

Default Value:
  • 0
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disabled

You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored. If you need to disable just one type of input; for example mouse; use Input.mouse.disabled = true instead

Properties:
Name Type Description
disabled boolean
Default Value:
  • false
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doubleTapRate

Properties:
Name Type Description
doubleTapRate number

The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.

Default Value:
  • 300
Source:

game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running game.

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gamepad

Properties:
Name Type Description
gamepad Phaser.Gamepad

The Gamepad Input manager.

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hitCanvas

Properties:
Name Type Description
hitCanvas HTMLCanvasElement

The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.

Default Value:
  • null
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hitContext

Properties:
Name Type Description
hitContext CanvasRenderingContext2D

The context of the pixel perfect hit canvas.

Default Value:
  • null
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holdRate

Properties:
Name Type Description
holdRate number

The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.

Default Value:
  • 2000
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interactiveItems

A list of interactive objects. Te InputHandler components add and remove themselves from this.

Properties:
Name Type Description
interactiveItems Phaser.ArrayList
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justPressedRate

Properties:
Name Type Description
justPressedRate number

The number of milliseconds below which the Pointer is considered justPressed.

Default Value:
  • 200
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justReleasedRate

Properties:
Name Type Description
justReleasedRate number

The number of milliseconds below which the Pointer is considered justReleased .

Default Value:
  • 200
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keyboard

Properties:
Name Type Description
keyboard Phaser.Keyboard

The Keyboard Input manager.

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maxPointers

Properties:
Name Type Description
maxPointers number

The maximum number of Pointers allowed to be active at any one time. For lots of games it's useful to set this to 1.

Default Value:
  • 10
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mouse

Properties:
Name Type Description
mouse Phaser.Mouse

The Mouse Input manager.

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mousePointer

Properties:
Name Type Description
mousePointer Pointer

The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.

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moveCallback

Properties:
Name Type Description
moveCallback function

An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.

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moveCallbackContext

Properties:
Name Type Description
moveCallbackContext object

The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.

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mspointer

Properties:
Name Type Description
mspointer Phaser.MSPointer

The MSPointer Input manager.

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multiInputOverride

Properties:
Name Type Description
multiInputOverride number

Controls the expected behaviour when using a mouse and touch together on a multi-input device.

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onDown

Properties:
Name Type Description
onDown Phaser.Signal

A Signal that is dispatched each time a pointer is pressed down.

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onHold

Properties:
Name Type Description
onHold Phaser.Signal

A Signal that is dispatched each time a pointer is held down.

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onTap

Properties:
Name Type Description
onTap Phaser.Signal

A Signal that is dispatched each time a pointer is tapped.

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onUp

Properties:
Name Type Description
onUp Phaser.Signal

A Signal that is dispatched each time a pointer is released.

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pointer1

Properties:
Name Type Description
pointer1 Phaser.Pointer

A Pointer object.

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pointer2

Properties:
Name Type Description
pointer2 Phaser.Pointer

A Pointer object.

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pointer3

Properties:
Name Type Description
pointer3 Phaser.Pointer

A Pointer object.

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pointer4

Properties:
Name Type Description
pointer4 Phaser.Pointer

A Pointer object.

Source:

pointer5

Properties:
Name Type Description
pointer5 Phaser.Pointer

A Pointer object.

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pointer6

Properties:
Name Type Description
pointer6 Phaser.Pointer

A Pointer object.

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pointer7

Properties:
Name Type Description
pointer7 Phaser.Pointer

A Pointer object.

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pointer8

Properties:
Name Type Description
pointer8 Phaser.Pointer

A Pointer object.

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pointer9

Properties:
Name Type Description
pointer9 Phaser.Pointer

A Pointer object.

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pointer10

Properties:
Name Type Description
pointer10 Phaser.Pointer

A Pointer object.

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<readonly> pollLocked

Properties:
Name Type Description
pollLocked boolean

True if the Input is currently poll rate locked.

Source:

pollRate

Properties:
Name Type Description
pollRate number

How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.

Default Value:
  • 0
Source:

position

Properties:
Name Type Description
position Phaser.Point

A point object representing the current position of the Pointer.

Default Value:
  • null
Source:

recordLimit

The total number of entries that can be recorded into the Pointer objects tracking history. If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.

Properties:
Name Type Description
recordLimit number
Default Value:
  • 100
Source:

recordPointerHistory

Sets if the Pointer objects should record a history of x/y coordinates they have passed through. The history is cleared each time the Pointer is pressed down. The history is updated at the rate specified in Input.pollRate

Properties:
Name Type Description
recordPointerHistory boolean
Default Value:
  • false
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recordRate

Properties:
Name Type Description
recordRate number

The rate in milliseconds at which the Pointer objects should update their tracking history.

Default Value:
  • 100
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resetLocked

Properties:
Name Type Description
resetLocked boolean

If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.

Default Value:
  • false
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scale

Properties:
Name Type Description
scale Phaser.Point

The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.

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speed

Properties:
Name Type Description
speed Phaser.Point

A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.

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tapRate

Properties:
Name Type Description
tapRate number

The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.

Default Value:
  • 200
Source:

<readonly> totalActivePointers

The total number of active Pointers

Properties:
Name Type Description
totalActivePointers number

The total number of active Pointers.

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<readonly> totalInactivePointers

The total number of inactive Pointers

Properties:
Name Type Description
totalInactivePointers number

The total number of inactive Pointers.

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touch

Properties:
Name Type Description
touch Phaser.Touch

the Touch Input manager.

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worldX

The world X coordinate of the most recently active pointer.

Properties:
Name Type Description
worldX number

The world X coordinate of the most recently active pointer.

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worldY

The world Y coordinate of the most recently active pointer.

Properties:
Name Type Description
worldY number

The world Y coordinate of the most recently active pointer.

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x

The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.

Properties:
Name Type Description
x number

The X coordinate of the most recently active pointer.

Source:

y

The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.

Properties:
Name Type Description
y number

The Y coordinate of the most recently active pointer.

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Methods

addPointer() → {Phaser.Pointer}

Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2. If you need more then use this to create a new one, up to a maximum of 10.

Source:
Returns:

A reference to the new Pointer object that was created.

Type
Phaser.Pointer

<protected> boot()

Starts the Input Manager running.

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destroy()

Stops all of the Input Managers from running.

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getLocalPosition(displayObject, pointer) → {Phaser.Point}

This will return the local coordinates of the specified displayObject based on the given Pointer.

Parameters:
Name Type Description
displayObject Phaser.Sprite | Phaser.Image

The DisplayObject to get the local coordinates for.

pointer Phaser.Pointer

The Pointer to use in the check against the displayObject.

Source:
Returns:

A point containing the coordinates of the Pointer position relative to the DisplayObject.

Type
Phaser.Point

getPointer(state) → {Phaser.Pointer}

Get the next Pointer object whos active property matches the given state

Parameters:
Name Type Description
state boolean

The state the Pointer should be in (false for inactive, true for active).

Source:
Returns:

A Pointer object or null if no Pointer object matches the requested state.

Type
Phaser.Pointer

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

Get the Pointer object whos identified property matches the given identifier value.

Parameters:
Name Type Description
identifier number

The Pointer.identifier value to search for.

Source:
Returns:

A Pointer object or null if no Pointer object matches the requested identifier.

Type
Phaser.Pointer

hitTest(displayObject, pointer, localPoint)

Tests if the pointer hits the given object.

Parameters:
Name Type Description
displayObject DisplayObject

The displayObject to test for a hit.

pointer Phaser.Pointer

The pointer to use for the test.

localPoint Phaser.Point

The local translated point.

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reset(hard)

Reset all of the Pointers and Input states. The optional hard parameter will reset any events or callbacks that may be bound. Input.reset is called automatically during a State change or if a game loses focus / visibility. If you wish to control the reset directly yourself then set InputManager.resetLocked to true.

Parameters:
Name Type Argument Default Description
hard boolean <optional>
false

A soft reset won't reset any events or callbacks that are bound. A hard reset will.

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resetSpeed(x, y)

Resets the speed and old position properties.

Parameters:
Name Type Description
x number

Sets the oldPosition.x value.

y number

Sets the oldPosition.y value.

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setMoveCallback(callback, callbackContext)

Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best to only use if you've limited input to a single pointer (i.e. mouse or touch)

Parameters:
Name Type Description
callback function

The callback that will be called each time the activePointer receives a DOM move event.

callbackContext object

The context in which the callback will be called.

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startPointer(event) → {Phaser.Pointer}

Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.

Parameters:
Name Type Description
event Any

The event data from the Touch event.

Source:
Returns:

The Pointer object that was started or null if no Pointer object is available.

Type
Phaser.Pointer

stopPointer(event) → {Phaser.Pointer}

Stops the matching Pointer object, passing in the event data.

Parameters:
Name Type Description
event Any

The event data from the Touch event.

Source:
Returns:

The Pointer object that was stopped or null if no Pointer object is available.

Type
Phaser.Pointer

<protected> update()

Updates the Input Manager. Called by the core Game loop.

Source:

updatePointer(event) → {Phaser.Pointer}

Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.

Parameters:
Name Type Description
event Any

The event data from the Touch event.

Source:
Returns:

The Pointer object that was updated or null if no Pointer object is available.

Type
Phaser.Pointer
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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